Porting Test Drive II from SNES to PC, Part 3: Provenance instead of screenshots
Porting Test Drive II from SNES to PC, Part 3: Provenance instead of screenshots Once the SDL runtime could play a real intro path, the next bottleneck was not rendering. It was evidence. If a fram...

Source: DEV Community
Porting Test Drive II from SNES to PC, Part 3: Provenance instead of screenshots Once the SDL runtime could play a real intro path, the next bottleneck was not rendering. It was evidence. If a frame looked close, that was no longer enough. The project needed to answer harder questions: Which ROM chunk produced the visible tilemap? Which callback path was active when that chunk was used? Is this frame a stable source window, or just a screenshot that happens to match today? That is the phase that starts on March 5 and dominates the repo through March 17. The repo grew a dedicated archaeology workspace Commit 6a12991 on 2026-03-05 added the rom_analysis/ workspace and a lot of the tooling that now defines the back half of the project: build_bank30_chunk_registry.py build_mesen_design_pack.py build_mesen_design_pack_range.py extract_compression_header_manifest.py validate_td2_chunks.py summarize_l001210_trace.py new roadmap and checkpoint docs under rom_analysis/docs/ This was a useful st